Patch 1.1.22 is now available and with it come a bunch of new optimisations, fixes and a couple of small quality of life improvements.

Development of Patch 1.2 is now underway and you'll be able to find more about that in the coming weeks via our Newsletter[wftogame.com]!

Now without further a do here are the patch notes!

Gameplay & Balance Changes

General

It is now possible to claim the territory that belongs to a defeated ally player

Workers sacrificed on the Dungeon Core will immediately drop their gold on the vault, if no space is available the gold will be piled to the side.

Alchemy Lab (Room)

We’ve added the ability to sell your potions while they’re still brewing or sitting in your cauldron. We didn’t want players to feel punished for mistakenly selecting the wrong potion, in the same way that you can sell defences or constructs both as blueprints and once complete.

Sellback added for Potions in Cauldrons

Cancelling a potion that hasn’t started brewing will provide you with a 100% refund

Cancelling a potion in the first 5 seconds of brewing will provide you with a 100% refund

Cancelling a potion after 5 seconds of brewing will provide a 50% refund

Posession (Spell)

Fixed an exploit where it was possible to progress work significantly faster as a worker in possession

Obey (Spell) & Work-a-lot (Potion)

The Obey spell and Work-a-lot potion are now mutually exclusive and cannot be stacked on one and other

Performance Optimisations

Units are now appropriately culled when grabbed and dropped by remote players (AI or Human) this should herald some performance improvements where other Underlords are present on levels.

Previously units that were grabbed and dropped by other players were rendered for the local player regardless of their location.

Tiles will now cull properly even when their mesh changes off camera.

Small optimisation to Gateway colliders which should save a small amount of CPU time

Even a novice Underlord should have a rough idea of what his various minions can and can't, and what must be done to attract them into a dungeon. To this end, this guide offers a short overview over each type of minion that can be found in War for the Ove

As every good Underlord knows, a well-built dungeon is half the victory. To this end, this guide will offer a brief overview over the many various rooms, defenses, and constructs that you can build, and what you should keep in mind if you want to make the

Sticks and stones may break some bones, but if you long for a slightly more flashy result, you will have to master the various forms of magic at your disposal. To this end, this guide will offer detailed descriptions about the spells, rituals, and potions

Patch 1.1.15 is now available and with it a huge sigh of relief is uttered by those on systems with less memory. We've made huge optimisations to how memory is managed in WFTO thanks in no small part to Unity 5.1. With up to 86% Decreases in the amount of memory used by the game.

But that's not all we've got plenty of balance changes to the Frostweaver, Ember Demon, Midas door and more in this patch alongside a huge number of fixes and other changes!

Sadly the notes are far too large to post here so head on over to our website to view the full notes![wftogame.com]

Let us know how you get on with the latest patch and if there are any issues be sure to bring them to our attention as soon as possible. We fixed a long standing bug this patch thanks to the information provided by our community members!

Unitl next time Underlord!

-WFTO Team

War for the Overworld

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Posté le : 1 août

if you like crap code, crashes, multilpayer that doesnt work, then waste your money away on this.

Gets quite a few things right by not changing the Dungeon Keeper core gameplay.

"Skill Tree" system seems to be a miss for me. Would rather that you were only able to choose a preset tree at the start (think selecting faction at the start, your possible room designs are fixed from there, then you gain your unique faction bonus), being able to develop all 3 at any one go is daunting initially, to say the least.

Figuring out the skill tree leads to cookie cutter specializations ("I must get to X skill by 5th point, then ditch tree for skill Y by 10th point"). This is a miss for me.

UI suffers from exactly the same problem as the original DK series. Hotkeys, spells, micromanagement are all problematics.

Unable to describe this game as "endlessly entertaining" unlike DK2, yet. Multiplayer needs to be fixed up, more maps needed to be added, and overall the game needs a bit more polishing.

Positive experience for the game, but there are shortcomings here and there that are not crippling, hoping for a content patch.

I tried to join a game and the only thing I could see was the "There are currently no games available..." message- Not sure if MP is down or just no one is playing it.
If it's working it would be good to have a lobby and see how many games are being playe...

Everytime i start the game after loading screen the game just closes and what its strange prior to one of the recent updates the game worked fine i have verified the integrity of the game cache and reinstalled with no avail please help :'(

Greetings Underlords,
After a couple of weeks of silence we've at last completed work on our latest Minor Patch. 1.1.15 is a large update encompassing quite a few changes including some significant performance optimisations. We've been testing all the ch...

It's the end of an era as our final WFTO Wednesday after two and a half years of regular weekly updates goes out. In it is a brief roadmap on what to expect in the next few months as well as information on how to signup for our newsletter and keep up to date on the latest developments.

Fear not though we'll be keeping on top of Steam Announcements as well! This isn't the end just a new beginning!